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Digital games and language teaching and learning
Author(s) -
Sykes Julie M.
Publication year - 2018
Publication title -
foreign language annals
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 1.258
H-Index - 49
eISSN - 1944-9720
pISSN - 0015-718X
DOI - 10.1111/flan.12325
Subject(s) - magic bullet , video game , context (archaeology) , panacea (medicine) , commonwealth , multimedia , digital learning , computer science , mathematics education , sociology , psychology , political science , medicine , paleontology , bioinformatics , alternative medicine , pathology , law , biology
The digital gaming industry has captured the public's attention worldwide and in the United States alone, the video game industry is predicted to increase by 30% from 2010 to 2019, reaching $19.6 billion in revenue (Takahashi, 2015, n.p.). Not surprisingly, digital gameplay is also rapidly expanding in educational domains. Although researchers have often cautioned that digital games are not a panacea or magic bullet, for the past decade educators have been exploring the inherent complexities and benefits of digital gaming and the significant opportunities they provide for effective, meaningful learning across disciplines (Caillois, 1961; Gee, 2007; McGonigal, 2013; Squire, 2009). World language learning and teaching have followed suit. This piece provides a brief exploration of the use of digital games in the language learning context and offers three ideas for future work in this area: (1) increased access to community‐based games, (2) meaningful incorporation of virtual reality, and (3) increased access to commercial games.

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